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Camera.cpp
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Camera.cpp
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#include "BlockTowerGame.h"
Camera::Camera(GLdouble initHeight, GLdouble initDistance, GLdouble initAngleX, GLdouble initAngleY)
{
// Set initial attributes
height = initHeight;
actualHeight = initHeight;
distance = initDistance;
actualDistance = initDistance;
angleX = initAngleX;
actualAngleX = initAngleX;
angleY = initAngleY;
actualAngleY = initAngleY;
// Set viewing coordinates according to attributes
eye = new GLdouble[3];
eye[0] = distance*sin(angleX*PI/180)*cos(angleY*PI/180);
eye[1] = height+distance*sin(angleY*PI/180);
eye[2] = distance*cos(angleX*PI/180)*cos(angleY*PI/180);
view = new GLdouble[3];
view[0] = 0;
view[1] = height;
view[2] = 0;
up = new GLdouble[3];
up[0] = 0;
up[1] = 1;
up[2] = 0;
}
void Camera::updateView()
{
/* Adjust actual attributes towards desired attributes, and recalculate viewing coordinates */
boolean change = false; // To determine whether viewing coordinates need changing
if ( actualHeight != height ) {
change = true;
if ( abs(height-actualHeight) < 0.1)
actualHeight = height;
else
actualHeight += (height-actualHeight)/10;
}
if ( actualDistance != distance ) {
change = true;
if ( abs(distance-actualDistance) < 0.1)
actualDistance = distance;
else
actualDistance += (distance-actualDistance)/10;
}
if ( actualAngleY != angleY ) {
change = true;
if ( abs(angleY-actualAngleY) < 0.2)
actualAngleY = angleY;
else
actualAngleY += (angleY-actualAngleY)/5;
}
if ( actualAngleX != angleX ) {
change = true;
if ( abs(angleX-actualAngleX) < 0.2)
actualAngleX = angleX;
else
actualAngleX += (angleX-actualAngleX)/5;
}
// Recalculate viewing coordinates if necessary
if ( change ) {
eye[0] = actualDistance*sin(actualAngleX*PI/180)*cos(actualAngleY*PI/180);
eye[1] = actualHeight+actualDistance*sin(actualAngleY*PI/180);
eye[2] = actualDistance*cos(actualAngleX*PI/180)*cos(actualAngleY*PI/180);
view[1] = actualHeight;
}
}
void Camera::adjustHeight(GLdouble change, GLdouble lowBound, GLdouble upBound)
{
/* Adjust desired height within given limits */
// If change goes beyond limit, set height to that limit
if (height+change < lowBound)
change = lowBound - height;
else if (height+change > upBound)
change = upBound - height;
if (change != 0)
height += change;
}
void Camera::adjustDistance(GLdouble change, GLdouble lowBound, GLdouble upBound)
{
/* Adjust desired distance within given limits */
// If change goes beyond limit, set distance to that limit
if (distance+change < std::max(lowBound,1.0))
change = std::max(lowBound,1.0) - distance;
else if (distance+change > upBound)
change = upBound - distance;
if (change != 0)
distance += change;
}
void Camera::adjustAngleX(GLdouble change)
{
/* Adjust desired horizontal angle */
angleX += change;
// Keep angle between -360 and +360
if (angleX > 360) {
angleX -= 360;
actualAngleX -= 360;
}
else if (angleX < -360) {
angleX += 360;
actualAngleX += 360;
}
}
void Camera::adjustAngleY(GLdouble change, GLdouble lowBound, GLdouble upBound)
{
/* Adjust desired vertical angle within given limits */
// If change goes beyond limit, set angle to that limit
if (angleY+change < std::max(lowBound,-75.0))
change = std::max(lowBound,-75.0) - angleY;
else if (angleY+change > std::min(upBound,75.0))
change = std::min(upBound,75.0) - angleY;
if (change != 0)
angleY += change;
}
void Camera::increaseHeight(GLdouble change, GLdouble upBound)
{
adjustHeight(change, height, upBound);
}
void Camera::decreaseHeight(GLdouble change, GLdouble lowBound)
{
adjustHeight(-change, lowBound, height);
}
void Camera::setHeight(GLdouble value)
{
adjustHeight(value-height, 0, 1000);
}
void Camera::increaseDistance(GLdouble change, GLdouble upBound)
{
adjustDistance(change, distance, upBound);
}
void Camera::decreaseDistance(GLdouble change, GLdouble lowBound)
{
adjustDistance(-change, lowBound, distance);
}
void Camera::setDistance(GLdouble value)
{
adjustDistance(value-distance, 1, 1000);
}
void Camera::setAngleX(GLdouble value)
{
adjustAngleX(value-angleX);
}
void Camera::increaseAngleY(GLdouble change, GLdouble upBound)
{
adjustAngleY(change, angleY, upBound);
}
void Camera::decreaseAngleY(GLdouble change, GLdouble lowBound)
{
adjustAngleY(-change, lowBound, angleY);
}
void Camera::setAngleY(GLdouble value)
{
adjustAngleY(value-angleY, -75, 75);
}
GLdouble Camera::getHeight() { return height; }
GLdouble Camera::getActualHeight() { return actualHeight; }
GLdouble Camera::getDistance() { return distance; }
GLdouble Camera::getActualDistance() { return actualDistance; }
GLdouble Camera::getAngleX() { return angleX; }
GLdouble Camera::getActualAngleX() { return actualAngleX; }
GLdouble Camera::getAngleY() { return angleY; }
GLdouble Camera::getActualAngleY() { return actualAngleY; }
GLdouble Camera::getEyeX() { return eye[0]; }
GLdouble Camera::getEyeY() { return eye[1]; }
GLdouble Camera::getEyeZ() { return eye[2]; }
GLdouble Camera::getViewX() { return view[0]; }
GLdouble Camera::getViewY() { return view[1]; }
GLdouble Camera::getViewZ() { return view[2]; }
GLdouble Camera::getUpX() { return up[0]; }
GLdouble Camera::getUpY() { return up[1]; }
GLdouble Camera::getUpZ() { return up[2]; }